Sunday, January 26, 2020

2D and 3D Games

2D and 3D Games Difference Between 2D and 3D Games: Introduction: The first concept we should know that what 2D is and what is 3D means. 2D means 2dimension, here everything happens in a 2D plane. Like if we draw any picture on a paper then we can see that only from a single perspective, what kind of perspective we follow to draw that picture. For 2D surface the picture would be flat, without depth. To draw a 2D picture we use matte painting also. Like that in 2D games we can see the whole game from a single perspective whatever we follow to make it. And 3D means 3 dimensions, means here we can add depth in a picture. In 3D games we can see the character from different perspective. Here the pictures have depth and shadow which makes the picture real and it looks like something happens in front of our eye in real life. About 2D games: 2D games are also called Platform game. The word platform also describes that something held on a platform. Here the player can run, jump, shoot, collect powers on a platform. It is a video game genre; 2D games are become very old. But some developers still like to play 2D games to get the innovative idea, because we learn everything from past. Thats why they wants to play 2D games to make their game more interesting and get idea to give some new feature in their game. Mostly the characters of 2D games are cartoonish and unrealistic. We cant give a realistic feel in our 2D character. But in 3D it is possible because of depth. By using depth we can make a character which would look like a real. Mostly platform games are based on some levels, if the player can kill all enemies or cross a certain part which heshe has to cross (like-Mario) then only the player can move to the next level. In next level may be there would be more enemies which the player has to kill. As per my knowledge the era of platform games started in the early 1980s and the 3D games started in mid of 1990. There is some confusion that which is the first 2D games. Frogs is an arcade game which released in 1978, this is the first game where the character can jump on the screen, making the genres earliest ancestor. Space Panic, which is also arcade game and released in 1980, is sometimes credited as the first platform game. Donkey Kong is an arcade game created by Nintendo and released in July 1981, was the first game that allowed players to jump over elements which are there and across gaps, making it the first true platformer. There are some versions of Donkey Kong. The next version of Donkey Kong is Donkey Kong Jr. which is also become a famous game. Donkey Kong introduces Mario. The third version of Donkey Kong was not become so famous but it succeeds by Mario Bros, which is a platform game and it has an extra feature of multiplayer, where two players can play simultaneously. By using the same rule in future many gaming companies made multiplayer games. Pitfall is a video game released by Activision in 1982 for Atari 2600. Then 16 bit computer had introduced and it brought evolution to this genre, this time Saga introduced Mega Drive which is forth generation video game console. This console had introduced in Japan in 1988 and 1990 in Europe. It was released in 1989 in North America under the name of â€Å"Genesis†. This was Sagas most successful console. It competes with TurboGafx-16 which was released one year earlier in Japan under the name of PC Engine.One more console had introduced in this time that was Super Nintendo Entertainment System Entertainment System which is also called Super NES. It is also a 16 Bit video game consol which released by Nintendo in 1990. This consol had released in many countries like North America, Europe, Australia, and South America in between 1990 to1993. In Japan and Southeast Asia this system is known as Super Family Computer and in South Korea this system is known as Super Comboy which Distributed by Hyundai Electronics. Both systems were built for 16-bit computers and offered improved graphics and sound over the 8-bit NES. After Super NES released the Super Mario World released for this consol. To compete with Sonic the Hedgehog Saga released Sonic the Hedgehog which is platform game developed by Sonic Team and published by Saga for Mega Drive system. It was the first game developed by Sonic Team. Sonic Team is originally known as Saga AM8 which is a Japanese computer and video game developer and established in Ota, Tokyo, Japan in1990. Sonic include a feature of large field that scrolled effortlessly in all direction as well as manners of curve hill and a complex physics system that allows player to rush through its level with well placed jumps and rolls. It gives a massive hit, was a successful pack-in new system. At the end of 16 Bit era some games were released like Yoshis Island and Donkey Kong Country. Then new kind of hardware was released and it takes players attention, so the attention was totally shifted away from traditional 2D genre. About 3D games: The term 3D platformer referred that featured gameplay in three dimension area and polygonal 3D graphics. Games which have 3D gameplay but 2D graphics is comes under in Isomertic Games. On the other hand those games that have 2D gameplay in 3D graphics are called 2.5D that means these games are between 2D and 3D. In 3D we can implement depth to an object which gives it a real look. In 3D games the characters are look like real character which exists in real world, we can see the facial expression in characters face. In 3D games there are some missions, where the players completes one mission then heshe go to the next level and next mission would be more tougher than the previous mission. In 3D games multiplayer is mostly played by the players because they want to play together to beat one another or they make a group to beat other group and communicate with one another. After the era of 2D games, gaming companies first tried to make a platform game with 3D game and 2D graphics and isometric perspective. These games are also very old as the genre itself. The first game which have 3D perspective and moving camera came around in the mid 80s. Trailblazer was released for various computer in 1986, used a simple linescroll effect to create a forward scrolling 2.5D (also called pseudo-3D games) play field where players manipulated a bouncing ball to leap over obstacles and pitfalls. In 1987, Squaresoft released 3D World Runner, which is a forward scrolling action game, here in this game the player has to leap over obstacles and chasms. In 1990, an Estonian developer called Bluemoon released Kosmonaut which is a forward-scrolling driving/action game similar to Trailblazer, which consisted almost entirely of difficult platform-jumping obstacle courses. While the gameplay took place in three dimensions, and the graphics were polygonal it is considered pseudo-3D because it used a fixed viewpoint. Alpha waves which is a French computer game is to be found as the earliest example of a true 3D platformer, which is created by Christophe de Dinechin and published by Inforgrames in 1990 for the Atari ST, Amiga and PC. 3D games give the character a smooth movement, the camera angles would be from different point of view. A small developer called Exact released a game for the X68000 computer called Geograph Seal in 1994. This game was fully 3D polygonal first person shooter hybrid with platform jumping component. Players piloted a frog that could jump, then double jump, and triple jump high into the air, as the camera is also moved to show players jump and landing. In addition to shooting, jumping on enemies was a primary feature of attack. This was the first 3D platform game that released in Japan, but it never ported to another platform and not released outside of Japan. The following year, Exact released their follow-up to Geograph Seal for Sonys new PlayStation console. Jumping Flash!, released in April 1995, this game is generally regarded as a direct continuation of the gameplay concepts in Geograph Seal, which was likewise a mix of first-person shooting and platforming, with similar controls and camera-work. Here the frog was more cartoonish than the previous one its like a rabbit which is call ed â€Å"Robbit†. In this game the level design had an even greater focus on platform gaming, it was released in Europe and North America. It was titled as first 3D consol game. A Saga Saturn game Bug! Was released in 1995, it offered a more conservative approach to true 3D platforming. In this game players could move in all directions, but it did not allow movement along more than one axis at once — the player could move left to right, or forward and backward, but not diagonally left and backward at the same time. This game was very similar to 2D games but considered as true 3D games. This game had an extra feature that the player could climb on wall and ceiling, which was a great success. 2D platformer game In 1995 Fade to Black was released by Delphine Software which was a sequel of their popular 2D platformer game Flashback, it was the first attempt to bring a popular 2D platform game series into 3D. It had puzzle-oriented level design style and step-based control. It dose not follow the criteria of platform game and it came under action adventure game. It used true 3D characters and other objects. But its environment were created using rigid engine which was similar to Wolffenstein 3D in that it could only render square flat corridors. Sony, Saga and Nintendo were under great deal of pressure to release mascot platformer before 1996 holiday season. Sony choose an existing project by developers Naughty Dog, which was a small developer at the time who released the Way of the Warrior recently. Then Crash Bandicoot beat Nintendos new console to market in North America and it was released in the time for the holiday in Japan. Before switching to multiplatform releases in the following con sole generation crash would remain Sonys unofficial mascot for the next several years. Then Saga had tasked their American studio, STI, with bringing Sonic the Hedgehog into 3D. The project was titled as Sonic Xtream, it was to feature a radically different approach for the series with Fisheye camera and multidirectional gameplay like Bug! 3D games give the player a great area of play field than 2D platform games. Final Fantasy VII was a major breakthrough in RPG first person shooter which is still so popular game. Tomb Rider was one of the best selling game on the PlayStation in gaming industry. Sixteen generation era was the best system selling era. By the time Saga had produced 3D Sonic games Sonic Adventure on its new Dreamcast console. It used to play smoothly the games like Mario 64 with some extra feature, mostly it emphasis on speed. Then Nintendo launched GameCube console without releasing any platform game for it, but in 2002 Nintendo released Super Mario Sunshine that was the second 3D Mario game. Because of low numbers of level, and its level design was not so good so it was failed to make a good marketing. Platform game is a vital genre but it was failure to capture the popularity and market that they held once in 1998. In 1998 platform games had 15% of share of market but within four year it comes down in 2% while the RPG and first person shooter have continued the grow and popularity. Similarity In 2D and 3D games: Goal: There are some similarities in 2D and 3D games like both the game have some goal that player has to finish that then only heshe can move to the next level or mission or win the game. Control: In both the games the character has the ability to move forward, backward, jump, shoot to kill their enemies. It depends on the game, which game we are playing. If it is an intelligent based game then the controls would be different. Console: Both the games are made for some console for 3D there are some extra consoles are there. Playstation 2, playstation 3 are the consoles for 3D games. Replay Ability: In both kind of game another main similarities is replay ability. We can play several times. Like if we loose one level then we can play it again to win that level and move to the next level. Difference between 2D and 3D games: Character: The major difference between 2D and 3D games are their characters. In 2D games the characters are like cartoonish, they dont look like a real one. But in 3D characters sometimes they also look like cartoonish but due to depth the characters look like real. In 3D characters we can show the emotion in characters face. The characters take position when heshe shoot hisher enemy. Interaction: We can see the 2D character from only one perspective view may it be from side view, top view or players eye view (here the camera is placed behind the character). We cant implement all of these in a 2D game. But in 3D games we can see the player from different point of view in a game. We can move the camera in 3d games in three directions-sideway, up and down. Some of the games like Warcraft 2, Fifa here we use isometric point of view. This angle is not comes under 2D nor 3D. In isometric view the camera angle would be some fixed angel from where the characters look like 3D character. But these are not 3D games. Graphics: And another major difference is graphics, in 2D computer graphics are digital images. There are two types of graphics one is Raster graphics and another one is Vector graphics. Raster graphics or bitmap are composing by array of pixel, here each pixel has different color or shade. They are editing by changing color array by array. These are used to make mobile phone games, very old computer games. Vector graphics are composed with path, here path are use to establishing mathematical relationship between points within the image. In photographic images vector graphics are mainly used. 3D computer graphics are use to represent the 3D geometrical data. Then these datas are manipulated by the computer via 3D computer graphics software to customize their display, movement, and other appearance. Sometimes we use some 3D model which is a mathematical representation of geometric data that is contained in a data file. In 3D character we can implement light, shadows by using some software like-3ds Max, Autodesk Maya etc. by using these softwares we can make some character and then we can implement those characters in our games. Background: In 2D games we use a simple picture or some matte painting image for background, but in 3D games we use skybox that is the surrounding world. Skybox is a box which covered by some image which we can make by collage work in Adobe Photoshop. But there is a condition that in that image both edges should be similar. I mean it should be snapped together edge-to-edge. Then only we can feel the real world, if any difference is shown in that image then we cant see the proper output which we want. Then we have to import that image in Autodesk Maya or any 3D modeling software. So we should be very careful when we work on skybox. Level Design: Level design is based on games that which type of game it is. Before implementing we should be very clear that how many players are in the game, how many levels we are going to create. First we have to know that what we are going to make a 2D game or a 3D game. Because here realism do some matters. In 2D games it doesnt matters too much but in 3D games it gives a biggest difference. In 3D games we have to give a close attention on Texturing, lighting, and all the other things would be in three dimension. System Requirement: To run a 2D game the system requirement is not a big factor. It takes hardly 512 Mb RAM, without graphics card we can play 2D games in our system. It does not make difference too much in gameplay. We can play some 3D games also in this configuration. But some games are made with high graphics for that we need at least 1 GB RAM and if we use graphics card also with this configuration then the game would be more smooth and we can see the texture and the other things which used in the game would be visible clearly. Game Engine: Game engine is a kind of library, in library we can read books, if forget about the topic which studied then we can read it again. That means we can reuse the source. Like that game engine is a library of core function which we use in game. Game engines are as usually related to graphic, networking, input and other system. This is not a part of gameplay but it is a non specific part of game. By using this engine we can make several games. In most of the game engine we can play 2D and 3D games both. Key Control: In 2D games we use around 5-7 keys to control the whole game, hardly we take 10keys. This many key controls are enough for a 2D game. Sometimes we use mouse and some keys to control a game, and sometimes we use only mouse to control a 2D game (e.g.-Duck Hunt). But to control 3D game it takes around 15-20 keys and mouse to control the whole game. In a mission based fighting game like Delta Force we choose primary weapon, secondary weapon, bombs, grenades, binocular, map and many other options are there. Believability: 2D games do not give a real feel. We play 2D game just for fun. Mostly children love to play 2D games, because these kinds of games are easier for them and they enjoy it. 3D games are looks real which I already discussed, it feels like the player itself in the battle ground. The surrounding world gives that feel. There are some simulation games which are so original. Mostly this kind of games made for soldiers to give them training by playing games. In Simulation games the controls are exactly same which exist in the real thing. Like if a player drive an aero plane then the controls and the activities are be exactly there which exist in real aero plane. The enemies would come they also try to crash players plane. If the plane crash then the player would feel vibration, which gives the reality of that game. Market of 2D games: The market of 2D game becomes very low because nobody wants to play this kind of game. When 2D games first released it was so popular, gaming companies got million dollars as profit by selling 2D games. Because 2D games were new things for people, so they tried this to accept the challenge. But now these kinds of games are become very old. This is the era of 3D games; most of the gaming companies who made 2D games are now making 3D games because of market demand. Now people become fading up by playing 2D games, they want something more. 3D games give them a different feel to the players. So people love 3D games and it has a great market. Companies do not want to make any 2D games because of its down market, but also we make 2D games. To learn about making 2D games gaming colleges first learn about 2D games, thats why 2D games are still producing in the market. Online play option: We play online games which are called MMO that is Massive Multiplayer Online games. When we play online games nobody wants to play 2d games, they want to play 3D games. Online playing game is a genre of role playing computer games with a large number of players interact with one another in a virtual gaming world. Like when we play Counter Strike in online then we make two teams and fight with opposite team. First we choose one character, called Avatar then we start playing. In game we can commend to my mates to cover me, plant bomb and more other commends. Future Development: All gaming companies do not want to make 2D games, they are concentrating on producing 3D games. Whatever games they released they wants to improve them and make a new version of that game. People do not like to play 2D games but still 2D games are producing because in gaming institute first they teach us how we can make a 2D game. It is the basic idea of making game; they start with 2D games and then learn about 3D games. In future gaming companies try to make 3D games by adding some extra feature. May be they introduce some new console for playing game. Conclusion: Whatever difference between 2D and 3D games, players do not care on it. Whatever game we play, we play just for entertainment. We just want some relaxation after doing lot of work, so we play game. We play games sometimes to learn something. By playing 2D games children learn so many things. Like color, shape, fruit name, flower name etc. by playing that kind of game which give them knowledge about these things. Bibliography: http://hge.relishgames.com/ http://2dengine.com/page.php?p=about http://gpwiki.org/index.php/Game_Engines http://www.devmaster.net/engines/ http://www.selfgrowth.com/articles/Key_Advantage_And_Difference_Between_3 D_Games_And_2D_Games.html http://ezinearticles.com/?Whats-the-Difference-Between-2D-and-3D-Anyway? id=1634425 http://www.gameproducer.net/2007/07/27/differences-between-2d-and-3d-gameart-production/ http://forums.guestbook.com.tw/thread-43939-1-1.html http://books.google.co.in/books? id=iX3oWHNf9hMCpg=PA209lpg=PA209dq=difference+between+2d+and+3 d+gamessource=blots=jdvcEWDJDmsig=KA0WKC9fGQaqMMmJ_Adeyl6q wMYhl=enei=9OFiSqoexoCRBd_jlfoPsa=Xoi=book_resultct=resultresnu m=7 http://blog.media-freaks.com/discerning-between-2d-and-3d/ http://www.theiphonedvd.com/blog/understanding-the-difference-between-2dand-3d-animations/ http://www.americanchronicle.com/articles/view/107414 http://www.articlesbase.com/graphic-design-articles/2d-and-3d-computergraphics-553432.html Word doc goes here, ignore any pictures that are in them

Friday, January 17, 2020

Global Crime

Every nation of the world experiences the same crimes on some level within their society. From burglary to murder, every nation must deal with the criminals who help in various ways to shape the society that many either admire or fear. The rates of crimes around the world are significantly different from the crime rates that occur within the United States. The political and social structures of these nations often help in predicting the types of crimes that are more prevalent around the world compared to what is more prevalent within the United States. These structures also help to predict the ways in which the nations deal with these crimes within their criminal justice system. Through the evaluation of major global crimes and criminal issues, one can better understand the global impact that these crimes have on the national and international justice systems and processes. First, the prevalence of certain crimes varies from nation to nation and can often be based on the political and social structures of that nation. For example, in middle-income and developing countries, homicide is far more prevalent compared to nations with higher incomes (Shaw, et al, 2004). Research reveals that nations that have high rates of homicide tend to be accompanied by social and political unrest, where crime organizations tend to run the country more than the politicians (Shaw, et al, 2004). On the other hand, there has been a dramatic decline in the rates of robbery among nations included in North America compared to other nations of the world (Shaw, et al, 2004). Second, the ways in which criminals are tried and detained within the criminal justice systems of various nations differ due to the political and social structures that are set up for each citizen. Research has revealed that most nations follow a civil law system, which is typically based on Roman law structures, in which a person can be punished as soon as a sufficient amount of evidence proves that a person is guilty of a crime (O’Connor, 2011). This varies from the common law systems, where innocence is assumed prior to proving that a person is guilty of a crime (O’Connor, 2011). More common in nations, such as Iraq, Afghanistan, and Iran, the Islamic law system is directly based on the Koran, which is often interpreted as a harsher law system compared to other law systems utilized by other nations (O’Connor, 2011). The law systems that are utilized are critical to uncovering the standards and beliefs of a nation, which often helps people, determine what is considered a crime compared to what may be overlooked by a nation. For example, seven of the eight nations that are included in the group of Caribbean nations have been affected by colonial rule for centuries (United Nations Programme Development, 2012). This colonial rule has caused their criminal justice system to be based on British common law, as well as national statutory laws (United Nations Programme Development, 2012). Their courts are also structured in a manner that is similar to British courts, where there is a magistrate court, a high court, as well as a court of appeals (United Nations Programme Development, 2012). While every person tried in court are entitled to a fair trial, they tend to reserve juries for serious criminal trials, such as homicide, etc. hich distinctly varies from the United States, where there are few cases historically or otherwise, where juries were not used (United Nations Programme Development, 2012). These structures help to formulate the methods in which criminals are obtained as well as detained within each nation. For example, research has revealed that the rates of attrition, or the rates in which a criminal is obtained and tried for the crimes in which they are accused of committing, differ with the status of the nation (Shaw, et al, 2004). For example, nations that are more developed tend to have higher rates of attrition, meaning that more criminals have a tendency to be properly tried by the criminal justice system of that particular nation (Shaw, et al, 2004). In contrast, nations who were classified as â€Å"developing nations† tended to have lower attritions rates, which would be indicative of the lack of political and social structures, which would help to deter crime, as well as fairly punish those who have committed crimes within their society (Shaw, et al, 2004). This phenomenon can best be explained by the colonization thesis, which asserts that more developed nations cause crimes in developing nations, who are dependent on these nations for financial and other assistance (O’Connor, 2011). For example, Interpol reported that France (a developed nation) was able to successfully dismantle a crime network of both Georgian and Armenian nationals who â€Å"were believed to be linked to more than 300 burglaries† with 21 people being arrested and a substantial amount of money being recovered by law enforcement (2012). Through determining the attrition levels often help to determine the ways in which criminals around the world are rehabilitated through the punitive system. The corrections system, though similar to the United States, tend to be different from nation to nation. For example, in Jamaica, law enforcement depends on the probation system in order to rehabilitate criminals who pass through their punitive system (United Nations Programme Development, 2012). This still varies from other nations who are included in the Caribbean nations, where both probation and parole are commonly used to rehabilitate criminals (United Nations Programme Development, 2012). This, however, does not help to explain nations who have little to no crime. Nations, such as Switzerland, tend to have very few issues of crime in their nation, which many would normally assume is due to the fact that they have historically been a neutral nation and do not seek to pull a gun when issues can be discuss diplomatically (O’Connor, 2011). Research, however, has revealed that the reason that these nations have little crime is because there are wealth of social institutions that help to ensure that each citizen is well provided for (O’Connor, 2011). For example, Switzerland has a plethora of welfare programs, which helps to care for those who are among the underclass (O’Connor, 2011). This, in turn, helps to deter potential criminals from committing crimes, and even when crimes are committed, criminals are moderately punished after an extensive review of their socio-economic history, and are later assisted to help prevent them from committing future crimes (O’Connor, 2011). In conclusion, while crime is confronted on a daily basis by every nation, the rates and frequency of certain crimes vary based on the political and social structures of that nation. The ways in which each nation chooses to address these issues also tend to vary based on the political and social structures, which can affect the future rates of crime in those nations. Through the evaluation of major global crimes and trends, one can better understand how other nations structure their criminal justice system in order to deal with the criminals of their nations. References Interpol. (2012). â€Å"Crime network behind hundreds of burglaries dismantled by French police.† Retrieved from: http://www.interpol.int/News-and-media/News-media-releases/2012/N20120607bis O’Connor, T. (2011). â€Å"Introduction to comparative criminal justice.† Retrieved from: http://drtomoconnor.com/3040/3040lect01a.htm Shaw, M., van Dijk, J., and Rhomberg, W. (2004). â€Å"Determining trends in global crime and justice: An overview of results from the United Nations surveys of crime trends and operations of criminal justice systems.† Forum on Crime and Society, 3 (1-2). Retrieved from: http://www.unodc.org/pdf/crime/forum/forum3_Art2.pdf United Nations Programme Development. (2012). â€Å"Caribbean Human Development Report.† Retrieved from: http://hdr-caribbean.regionalcentrelac-undp.org/files/Chapter5_Caribbean_HDR2012.pdf

Thursday, January 9, 2020

The Role Of Government Affordable Housing Policy - 1424 Words

That direct quote is from a staff report of the U.S. House of Representatives Committee on Oversight and Government Reform, â€Å"The Role of Government Affordable Housing Policy in Creating the Global Financial Crisis of 2008† which took place July 7th 2009. When Occupy Wall Street was happening Michael Bloomberg backed up this observation. â€Å"At President Clinton’s direction, no fewer than 10 federal agencies issued a chilling ultimatum to banks and mortgage lenders to ease credit for lower-income minorities or face investigations for lending discrimination and suffer the related adverse publicity. They also were threatened with denial of access to the all-important secondary mortgage market and stiff fines, along with other penalties. The threat was codified in a 20-page â€Å"Policy Statement on Discrimination in Lending† and entered into the Federal Register on April 15, 1994, by the Interagency Task Force on Fair Lending. Clinton set up the little-known body to coordinate an unprecedented crackdown on alleged bank redlining. The edict — completely overlooked by the Financial Crisis Inquiry Commission and the mainstream media — was signed by then-HUD Secretary Henry Cisneros, Attorney General Janet Reno, Comptroller of the Currency Eugene Ludwig and Federal Reserve Chairman Alan Greenspan, along with the heads of six other financial regulatory agencies. †¦ (Morrissey 2011)† So what you had was again government getting in the way of sound business practices. Forcing banks and otherShow MoreRelatedBriefing paper on rural housing1482 Words   |  6 Pagesï » ¿ Table of Contents Briefing paper on Rural Housing Statement Britain has experienced a series of affordable housing crisis in the early 1980s and early 1990s (Bramley, 1994). 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Two, regulateRead MoreApplied Economic Theory1086 Words   |  5 Pagessome owners with little equity may have walked away from their properties, especially owner-investors who do not occupy the home and thus have little attachment to it beyond purely financial considerations.   Regional economic problems have played a role as well; for example, some of the states with the highest delinquency and foreclosure rates are among those most hard-hit by job cuts in the auto industry. The rate of serious delinquencies--corresponding to mortgages in foreclosure or with payments

Wednesday, January 1, 2020

The Public School System - 779 Words

Based on the information from the Scenario, the public school system in Washington, D.C is facing some problems and they want to improve their students’ performance and reduce the teachers’ turnover rate. Group Development The five stages of group development are: Forming, Storming, Norming, Performing and Adjourning. According to the text book- Organizational Behavior, the first stage is forming, and it â€Å"is characterized by a great deal of uncertainty about the group’s purpose, structure, and leadership.† (Robbins, 2014) When members think they are being part of the group, it is going to the second stage-storming, and it â€Å"is characterize by intragroup conflict†. (Robbins, 2014) When the intragroup conflict is settling down and a relatively clear hierarchy of leadership in the group, it is going to the third stage-norming. It â€Å"is characterized by close relationships and cohesiveness.† (Robbins, 2014) Members are building close relationship with each other and the group become cohesiveness. â€Å"When a group structure solidifies and has assimilated a common set of expectations of what defines correct member behavior,† (Robbins, 2014) it is time to move to the fourth stage- performing. At this point, each member has known and accepted each other and they can work together to complete that task. The final stage is adjourning and it is wrapping up activities when the group task is achieved. From my point of view, Woodson Foundation, Public School system and NCPIE are still in theShow MoreRelatedPrayer On Public Schools : The Public School System1032 Words   |  5 PagesAllow Prayer in Public Schools The public school system should allow students, all across the United States of America, to express themselves freely whenever they would like. 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